Hasso-Plattner-Institut
Prof. Dr. Jürgen Döllner
  
 

02.06.2016

Chapter accepted for GPU Zen

The chapter "Attributed Vertex Clouds" by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner has been accepted for publication in the upcoming book GPU Zen. GPU Zen is the 8th issue of the GPU Pro series from Wolfgang Engel. The book is expected to be published in March 2017.

Abstract

In todays computer graphics applications, large 3D scenes are rendered which consist of polygonal geometries such as triangle meshes. Using state- of-the-art techniques, this geometry is often represented on the GPU using vertex and index buffers, as well as additional auxiliary data such as tex- tures or uniform buffers. For polygonal meshes of arbitrary complexity, the described approach is indispensable. However, there are several types of simpler geometries (e.g., cuboids, spheres, tubes, or splats) that can be generated procedurally. We present an efficient data representation and render- ing concept for such geometries, denoted as attributed vertex clouds (AVCs). Using this approach, geometry is generated on the GPU during execution of the programmable rendering pipeline. Each vertex is used as the argument for a function that procedurally generates the target geometry. This function is called a transfer function, and it is implemented using shader programs and therefore executed as part of the rendering process. This approach allows for compact geometry representation and results in reduced memory footprints in comparison to traditional representations. By shifting geometry generation to the GPU, the resulting volatile geometry can be controlled flexibly, i.e., its position, parameteri- zation, and even the type of geometry can be modified without requiring state changes or uploading new data to the GPU. Performance measurements suggests improved rendering times and reduced memory transmission through the rendering pipeline.